TY - GEN
T1 - Effects of Augmenting Real-Time Biofeedback in An Immersive VR Performance
AU - Ge, Saixi
AU - Luo, Siyu
AU - Yan, Shuo
AU - Shen, Xukun
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - Currently, the most common form of Virtual Reality (VR) performance is that the performer wearing motion capture devices while the audience are immersed in a virtual environment remotely. Augmenting real-time biosignals provide the possibility of enhancing audience's perceptual experience in a collaborative virtual environment. In this research, we focus on exploring two different augmentation methods based on real-time biofeedback from the performer and the audience during a live VR performance. We propose a support system to investigate how performer's heart rate (HR) and audience's electroencephalogram (EEG) visualizations, and the corresponding auditory feedback, influence audience's sense of perception, immersion, and the narrative understanding. The results show that the performer's heart rate visual biofeedback significantly produced more concentration of the participants and the audience's EEG visual biofeedback significantly increased the participants' ability of narrative understanding.
AB - Currently, the most common form of Virtual Reality (VR) performance is that the performer wearing motion capture devices while the audience are immersed in a virtual environment remotely. Augmenting real-time biosignals provide the possibility of enhancing audience's perceptual experience in a collaborative virtual environment. In this research, we focus on exploring two different augmentation methods based on real-time biofeedback from the performer and the audience during a live VR performance. We propose a support system to investigate how performer's heart rate (HR) and audience's electroencephalogram (EEG) visualizations, and the corresponding auditory feedback, influence audience's sense of perception, immersion, and the narrative understanding. The results show that the performer's heart rate visual biofeedback significantly produced more concentration of the participants and the audience's EEG visual biofeedback significantly increased the participants' ability of narrative understanding.
KW - Applied computing-Arts and humanities-Performing arts
KW - Audience perception
KW - Human-centered computing-Human computer interaction (HCI)-Interaction paradigms-Virtual reality
KW - Human-centered computing-Interaction design
KW - VR performance
KW - biosignals
KW - visualization and sonification
UR - https://www.scopus.com/pages/publications/85146051663
U2 - 10.1109/ISMAR-Adjunct57072.2022.00159
DO - 10.1109/ISMAR-Adjunct57072.2022.00159
M3 - 会议稿件
AN - SCOPUS:85146051663
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
SP - 751
EP - 756
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
Y2 - 17 October 2022 through 21 October 2022
ER -